Sound Research WIKINDX

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Displaying 1 - 4  of 4 (Bibliography: WIKINDX Master Bibliography)
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Altman, R. (1992). Introduction: Four and a half film fallacies. In R. Altman (Ed.), Sound Theory Sound Practice (pp. 35–45). New York: Routledge.   
Added by: Mark Grimshaw-Aagaard 23/04/2007, 21:17
Dion, L. P. (2017). Game design deep dive: Dynamic audio in destructible levels in Rainbow Six: Siege. Gamasutra, Retrieved July 7, 2021, from https://www.gamasutra.c ... n_Rainbow_Six_Siege.php   
Added by: Mark Grimshaw-Aagaard 07/07/2021, 09:12
Droumeva, M. (2011). An acoustic communication framework for game sound: Fidelity, verisimilitude, ecology. In M. Grimshaw (Ed.), Game sound technology and player interaction: concepts and developments (pp. 131–152). Hershey (PA): IGI.   
Last edited by: Mark Grimshaw-Aagaard 30/05/2021, 07:59
McCaren, T., & Goellner, V. (2019). Behind the audio of Total War: Three Kingdoms. Gamasutra, Retrieved July 7, 2021, from https://www.gamasutra.c ... _War_Three_Kingdoms.php   
Added by: Mark Grimshaw-Aagaard 07/07/2021, 09:06
WIKINDX 6.8.2 | Total resources: 1301 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA)